I think you're being uncharitable. Those notes could be a strict railroad novel, but they're as or more likely to be drop-in encounters, fun characters, interesting places, and so on. Plus like...some DMs just enjoy worldbuilding for its own sake, let 'em cook.
Surely one of the most takes of all times.
I bet there was a door with a lock on it once, but it got removed when everything overheated.
A blood choke also lasts like, 7 seconds. I knew a guy in highschool who used to do it to himself as a party trick.
Removed link to pirate content. I feel you but please don't do stuff that will get our site host in legal trouble.
I think you should take what the DM said at face value. No hard feelings, just vibe mismatch. It happens.
For sure. Or just chat with them outside of the session some time
Yeah I mean, basically anything can work with the right campaign, players, characters, etc. But my opinion doesn't matter; your player's opinions are the ones that do.
I'll also add that the element of surprise is overrated. You think it will be cool when the player discovers this effect at a dramatic moment but it is far, FAR more likely that they never discover it at all. Or they only discover it after it's been frustratingly negating everything they've tried to do so far. Or that they discover the curse at an un-dramatic moment and make the rational decision to just never trigger it again. That's why I say it's much better to tell the players ahead of time and set the expectation that being cursed will be a major part of their story; then they can DECIDE to have their character "accidentally" trigger the curse at a dramatic moment or what have you. You won't have to tell the player "you're compelled to yell now" they'll automatically go "GOD I just feel like YELLING right now FOR SOME REASON!" and feel good about playing their character instead of feeling bad that you're taking over their character.
With something more than an incidental curse, you really need player buy-in. I recommend meeting with each player, telling them you'd like to give them a cursed item that will be a major part of their character's arc throughout the story, and the broad strokes of what you have in mind for their particular curse. Then, be receptive to feedback on that. Good players will recognize that this is a roleplay opportunity for them and try to fit it into the arc they had in mind for their character, but they may want the details tweaked to fit their particular narrative goals...eg to make the curse an ironic reflection of their flaws or a nod to their backstory or whatever. I recommend you try to approach this premise with a collaborative mindset.
Once in my early days, I ran a game where the players were all werewolves. I was reading a lot of GRM at the time and it was very edgy and I tried to give them a moral quandary: an injured baby. Do they curse the child with lycanthropy to save it?
That's when the players hauled out the cursed healing potion from 15 sessions ago they'd been hauling around this whole time :/
It wasn't sporting, it foreshadows
spoiler
Sisko lowkey being half god
The temptation to just post the address of a certain bar and a time is nearly overwhelming